#NTCED Parts Pack
1 messages ยท Page 2 of 1
i saw them yes. loaded it into godot to take a peek lol
LMFAO
is this one supposed to not drag anything in?
Simulation will not do anything but in a dive it does work
ah ok
idk why it doesnt work in the simulation but yeah
massive jump in price ngl lmfao
I await to hear how you enjoy them
did you load it with the other mods?
also good news your mod loads on priority 5. yes i did
ngl the milspec miner class... kinda lettin me down rn
hmm I may need to tweak tug power or something
idk if i was spoiled with the deca hauls or not lol
its not bad. it definitely feels like a vanilla
thats the point
and check the drone storage. that doesnt look like 100 drones per sec
it has more power than the normal one but not crazy yes
oh yeah its got more power for sure. i normally have to go about 10m/s im running 19 on this one
well, for sure when you have 4 of them you will see it
wait till fucking going 25m/s with the highest class
trust me, you will only want 2 or else no power

i have to sell a ship to afford the highest class lmao
and id still probably be short lmao
the most expensive one right?
Ye
ill go find and edit it to test lol
it better be good enough
try 4 of them at once :3
lmao
you are EST right? do you not work tomorrow lmao. its almost 5am for you
I work nightshift but i got a hard time sleeping but im getting sleepy
225mw x4 is only 900 lmao i think even a town class can handle that?
stock titans never enough lol
i think its the MPD5035 stock
townclass can handle 1500MW without a twin turbine.
or more i think
we'll see lol
np just confirming
I shorten it and also made sure it made sense
for testing purposes. im gonna keep the town class.

see if vanilla MPDG can run it
seems good. sometimes feels like they are all working on the same chunk tho
yeah that's vanilla for you, for now will have to deal with it until Za'krin or maybe me down the line figure out a better way
zakrin did that tho lmao. the multi drone mod has anti target stacking in it somewhere last i heard.
not sure exactly where maybe the patch
I may need to up it then lol
4 of them are doing a good job having the swarm follow me. but feeding is incredibly slow for the amount of drones used
oh i know. im trying to NOT make an OP MPDG. lmao
thats why the first one i made is an underperformer, entry level model for new saves
I just don't have a point of reference ngl for metrics
well dont use 1km/s on the haul speed. i think i proved that one today
Im using nm for referance
1000 haul speed in that case
i assume it is. cause thats what ripped me apart earlier today?
i might be wrong tho
I know what 10px is 1 meter
the conversion for MW is what i was basing my speed estimates on. since 1000 is 100MW maybe i was only doing 100m/s?
so you might be doing 20ms if its at 200
1000 tug force is the strength of the pull and that was doing really good work tho.(too good)
hmm
its at vanilla default since I didn't know what it did
I foucsed mainly on shove and haul
it doesn't matter if it stops, its how much to push and pull is what I care
the haul drones use the tug force according to zakrin
since a tug drone is half the job of the haul drone they share that stat.
a tug just stops the chunk.
a haul stops it then brings it in.
I have alot to make sure that Im above vanilla is my problem
i get that
especially now that i know how to mod stuff lol
im gonna record another video with that test drone i made with you. i set ONLY the tug force to 1000
or i would but the mod seems to have frozen my game lmao
huh guess im not doing that. the example drone wont load even without your mod in there.... gonna have to trouble shoot that
uh oh
i was so tired i didnt even type that correctly lmao.
the example drone mod just doesnt work. at all. game freezes on loading lol
And you have the drone patch?
I can look at it tonight if you like to see what's wrong
i did indeed have drone patch
but its ok. you are the drone dealer ๐ im going to look at MPDGs for now. might branch out to THICCs later
@hasty venture just noticing but the version up on your repo doesn't have the ProcessHandler.gd with it
I assume that version doesn't actually include any multi-drone stuff yet and just the single drones and the updated plant.patch.gd?
Yep, the dual drones will one in v1 release
ah
I suppose i should also make a github for my own mod XD. maybe even a post in the workshop so i can stop bombarding others channels >.>
lol
i assume a public repository is the way to go for this..?
yep
yepo
this was probably a mistake, i barely understand using github to download lmao. would have been easier to just upload the files in a workshop channel XD
@empty crystal im yoinking your readme.md and changing the info in it lmao
it's a perfectly valid approach to take, github just makes keeping track of versions slightly easier
it's not like it's anything but standard markdown formatting with some goobery words in it, so go for it 
fair lmao
me when i almost accidentally some cursed wording on a readme file for a game mod...
https://tenor.com/view/hmmm-shook-shocked-gif-13010143
(I almost said "The Final Solution")
I'm a firm believer in the whole "if you're modding, everything is fair game so long as you give credit where it's due", I don't really bother with licenses or anything like that
a fair way to look at things.
rena helped me out big time lastnight so i added her NTCED company to the lore for my largest MPDG

did you even notice it lastnight or were you too brain fried? XD
No I noticed it cuz you litterally screenshotted it and I said Wow
i couldnt remember lmao
I don't mean scarcasm, im just dead on the inside
i was beginning to enter brain fried last night as well so i just had no clue XD
yeah that will do it XD
probably same thing again this time aorund
its been a whole thing this year for me
ahh i see.
github made,
workshop made.
and off they go into the wind ๐
so what does currentTargetBias do when enabled, and was does tweaking the value do?
it makes the drone prefer targets it already has. Basically, the system scans everything in range and scores chunks on how much work they need to get to their desired velocity. If currentTargetBias is enabled, the drone will multiply the score of its previously targeted chunk by that bias, effectively making it more desirable to keep working on the same chunk instead of switching targets.
Ahhh, so messing with that would potentially result in less situations where a drone starts to feed me and then fucks off for another target before it's actually got it on the proper path to my mouth? 
potentially, but it goes both ways, it may lead to it sticking with targets that are already dealt with, instead of the be flying off into oblivion.
I think I've found my bliss
2 PDT-Lasers cranked to max power and frequency
2 10x drone launchers, 1 doing 0-500m the other doing 500m-1000m
4 monocargo containers
I generally don't like drone mining because of how slow it is, but the multi-drones genuinely make it so much more fun.
now it doesn't make it more balanced...
meh, that's Koder's problem 
if everything is op, nothing is (:

my ship weight 2.1gigatons and has the power of 3 suns inside of it, but that's really not my problem
It's glorious. So much power usage, so much ore, so much destruction
MPU cannot cope

XD
im not even gonna try touching MPUs yet.
My next goal might be a new ultracapacitor though. to pair with my MPDGs XD
niiice
i think my fave loadout for the titan is 4 mono, and 1 THICC. plus a decadrone. and 2 PDLTs gotta use the AP to hold course but it holds so much its great
2 lasers cranked to max power and frequency, 2 decahauls, and 4 monothiccs, 3 of them for tungsten 1 for Be cause papa is fancy
XD
idk why but the PDLTs at max power and 6hz feel faster to break rocks
and saves on the durability i think
lower frequency imparts more boom on the rock when it cracks, so of course it's faster
but it imparts more energy on the ore
with a decadrone who cares about speedy ore tho XD
so Be rockets off at low freq, is pretty chill at max freq tho
Cause my filtering starts at 3K, so I want those pieces of Be to not be rockets

ah fair
when im titan mining with the MPU i dont filter
I filter to save on drones cause printing them is ass, and anything under 3K is usually just not worth the drones spent for me anyway
hmmm, i suppose
oh thats what i can make.. a drone storage to pair up with renas drones lol
i dont need to load as placeholder for UpgradesUI.tscn correct?
i have not been doing that and its worked fine so far. just trying to troubleshoot a nanodrone storage not populating into the shop list
what size storage are you trying to add?
they have the same limitation as reactors/turbines, where the ship has a limit built into it.
unfortunately, without replacing the ships or doing some code, the 50k storage is already the largest the ships will allow.
yup, 2 lasers, 2 deca drones and 4 monocargos is foul, and I love every second of it
ah dang. ok ty. is there documentation anywhere for this info or just something you know from experience
from experience if I had to take a bet, there's not much in the way of documentation about what dV is doing within Godot
Could have been faster and probably similarly profitable had I just done all 4 cargos for Tungsten
was at least 1 real world hour, probably closer to 2, but that was cause I was gooberin around at different points
this makes me really want to try and apply multi-drone's approach to my lasers to get 2x versions, 4 lasers across 2 slots with that setup would be very very very pleasing to me 
lmao
and then give them an extra pivot on the joint, so each one on it could rotate to a target?
yeah, it's all experience, I've been modding dV for maybe about a year and a half now? Unfortunately I'm pretty much the closest thing to documentation for this game right now lol
even if I end up having to settle for some lore fuckery explainery for why it's a multi-beam weapon instead of multi-mount

well thank you for leading the charge!
Za'krin out here being 70% of the modding community
i got DV almost a 6 months ago, fell in love with it from the start, 1 month in i was like. "this would be greater with mods." but i still love the base game.
it's genuinely a great game, I'm just happy more people are getting into modding recently, it's been great to see.
I was just genuinely surprised there weren't any mods to re-enable achievements or a mod that put any form of a PDT-Laser in the game 
so I said fuck it we'll do it live
yall have helped me learn modding so quick its great, i feel like i can contribute to a game i love. even if its indirectly with mods lmao
on the subject of modding limitations.
is it safe to assume that modding the THICCs and THIMCCs is roughly the same as making a ship mod?
well, depends on what you want to do, but they are technically ships so...
Yeah, and like MPUs and ships, I wouldn't really call those a modding limitation and more just a "how the game did things determines how some stuff just has to be done" thing
just happens that they way some things were originally done means more leg work when you want to mess with it with modding 
yeah, technically there are no limitations on modding, you have full unrestricted access to the engine. You could literally just make a different video game, and package it as a 'mod'
dangerously unlimited modding, execute arbitrary code on the host machine unlimited 
the sky is in-fact the limit, for better or worse 
yeah i dont want to go that far i think XD
i was looking at trying to make a THIDUOContainer 45K storage / 2 ores.. or just a broken 540K variant of the THICC with all ores at 90K lmao
I had the thought about doing a Duothicc earlier 
the duo one isn't possible without a pretty good chunk of coding, ships just aren't set up to handle it (I already made a custom implementation that supports it if you want it though). But just cranking up the cargo capacity is pretty easy.
Kinda ironic considering it can do 1 ore or all ores just fine 
I love goofy quirks like that
yeah, it has three modes
- 1 ore
- all ores
- variable amount of all ores
that's kinda all the choice you get
ah. maybe just the cranked up cargo to start would be best for now. unless the custom implementation is just a patch file i can slap in, i might end up breaking it lol
2 ores? Illegal, right to jail, 12 months hard labor
it is slightly more than a patch file right now unfortunately
ahh ill pass on that for the time being lmao. still in the baby modding stages and all that.
am i modifying the cargopods in the ships/drone folder for cargo cranking?
so, there's a scene for the cargo container, and then there's a scene for the container + the cradle arm
you probably want the one with the arm
that would be for adding it to the enceladus menu
unless I'm misinterpreting what you mean
probably the easiest way to find it is to open weaponslot.tscn, find the container, and click on the 'open scene' button
just trying to figure out what tscn it pairs with.
so far everything i have done is with upgrades.tscn and auxslot.tscn
i didnt even know i could do that lmao. ive been searching the hard way for everything
yeah it's a useful method for finding equipment/thrusters/whatnot that are all grouped in a scene like that
correct
cool didnt want to set it to 540K for each ore XD. that would be insane
as is i have no idea if these pods can even move that amount of ore with stock thrusters lol
and amorphic is the variable geometry hold to allow some ores to overtake other slots capacity right?
yep, that's the variable cargo
tyty
time to go break something XD
@empty crystal the titan might break in half with these pods im cookin
I already make the Titan make concerning sounds when my cargo hold and containers are full
so it'll be fine
XD
oh yeah, im loving this setup i got XD. new thrusters tested wonderfully. a bit crazy on the thermal draw but otherwise very stronk, so i think its a nice balance on them.
good name for a titan
oh i know! i had to buy her when the name rolled
ok i may have just made racing engines by accident lmao.
@round roost heyo heyo, so after using the 4 varients, what do you think needs to be changed/feedback
the speed was lacking.
it seemed to crowd onto a single chunk at times
it was more focused on close range chunks and basically never used its max range
well, speed was lacking for all of them?
it felt like it yes. though that might be cause of the deca drones spoiling me
I mean, nothing beats 10+ drone streams on 1-2 mounts
especially if those drone streams are stronger than vanilla
oh?
im try to make it one to one
with the on Za'krin did but uh
idk if there's going to be conflicts
idk if im doing this right or not
ahhhhhh
ugh this feels to forgien to me on how they did it ahhhh
i found out today that what i was doing. (making multiple tscn files for each variant) is ONE way to do it. but you could just reference the drone plant.tscn multiple times in the weaponslot.tscn and have all of the changes be there instead lol
which is how zakrin did it
So multi-drones bases it's drone variants off of that multi-drone-plant.tscn, and puts it's variants into the WeaponSlotUpgrade.tscn instead of Upgrades
so any multi-drone variants you want to do you'd inherit from the multi-drone-plant.tscn and you can either do it the way Za'krin did via the WeaponSlotUpgrade.tscn, or do it the way you've been doing your drone variants
Za'krin's method is a little bit more elegant
this one. weaponslot.tscn. (mine has been reduced to ONLY the decadrone)
ah yes, WeaponSlot.tscn as well, his does WeaponSlot.tscn and WeaponSlotUpgrade.tscn
will the weaponslotupgrade.tscn overwrite my other ones or no?
I think if you mix the two structures it might, but I'm not 100% sure
I do think it results in load order issues with other mods depending on which is loaded first, so mixing the two methods of adding equipment in the same mod might cause some issues
ok so don't do it?
cuz then I gotta redo everything
ughhhhhhhhhhhh
this is giving me pain
idk what im doing now
my brain is too frazzled to explain things now, but if you want tomorrow I can do up a quick version that adds Za'krin's example the way your drones are already done, so that way you don't have to try and wrap your head around exactly the same method Za'krin used
wait do I even need the multi-drone-plat.tscn?? im looking at weaponslot.tscn and it looks like its not needed
oh okthanks then
like really you'd just be making your new multi-drones using the multi-drone-plant.tscn instead of drone-plant.tscn
cuz im just confusing myself
I'll just igrone it and do it how I been doing it then?
in this case I just inherited the multidrone scene?
you can ignore the way Za'krin added the multi-drone variants yes
the important part is that you base your multi-drone variants off of the multi-drone-plant.tscn and have the ProcessHandler.gd
yeah dont worry with what i said. your way works just as well
like you can definitely reference multi-drones as it is to get an idea of how the multi-drone stuff works and what needs to be set and all that, but ye, don't need to add the drones to the game the same way he did
his method is more streamlined and elegant, but no sense in switching structures part way through lol
you may need to reload the project, so save any open scenes you have that you may have changed and want to make sure get saved
and then go up top and click the project button I think, there should be an option to reload the current project
that should fix it I think?
Sometimes godot gets weird about stuff it's imported or something? duno
more like me copy and pasting lol
yeah seems ok
idk
I feel like either im missing something or just keep going
Yeah, I think godot just got weird about the file being imported to the project
as long as you have the files from Multi-drone, you have everything
and you technically don't even need WeaponSlotUpgrade.tscn except for at most some reference
ok just keep doing what I been doing
yep, just use multi-drone-plant.tscn as your inherited scene for your multi-drone variants and add them the way you have been and you'll be good
when you get to the part where you want to set how many drones your multi-drones have, it's just a simple change of a script variable in the editor for "Drone Amount"
gotcha
Ye, Za'krin made it really really simple and really approachable to work with
he just also happened to showcase a mroe elegant way to add equipment to the game that you could use in the future if you wanted to
the way he did it though, does come with the need to be loaded before mods like yours or mine (which isn't a big deal, nor is it even an issue you need to worry about, cause you aren't worrying about how Za'krin added them to the game, since the way you add to the game is perfectly valid too)
would need to be heavily reworked then
yeah, it's not worth trying to switch to how he did it at this current point imo
you have 90% of the work done for what you wanted already in your mod
5% is doing the multi-drone variants you want to do, and the other 5% is the translation files additions for those
blam, done
Could just part out the "Parts Pack" into "Drone Parts Pack" and then like "Cargo Container Parts Pack" too so if in the future you want to change the structure, you don't have to go back and rework the drones structure
cause again, ain't nothing wrong with the way I taught you how to do things
gets the job done the same, just with a liiiil bit more work, and a liiiiil bit more file size
๐คฃ
but it's dV mods, they're fuckin tiny as it is
now I can't rename the folder
๐คฃ
so im fucked
huh
try closing the editor and then renaming it via the file system and then boot the editor back up
or maybe it's angry if you have any of those scenes currently open in the editor while trying to rename the folder they're open in?
I dunno
if the file folder is open in explorer it does that
i also found out that for some reason when i rename my mod folders it seems to break a file with the "unexpected end of file" error. dont know if that is just me or not
yep fixed it now
I think it has to do with inheriting things and those paths changing unexpectedly
yeah probably
oh fuck
FUCK
I can't open weaponslot.tscn
reee
wait
saved it via VSC
file pathing issue
no idea if I should be concerned or not
it wasn't like that before
idk what im looking at
that is weird
maybe you were just zoomed hella far out?, or maybe changing the folder names and stuff made it angry?
I'm not very useful ๐
maybe? but idk
would it be affected? cuz I mean, it doesn't show on the ship anyways
its like hidden
It does show on the ship, they're just generally mounted in spots that aren't super obvious, especially on the titan
the fact that the zoom scaling has a difference of only 11 or so percent between the two screenshots would make me think it's an issue with the scaling of the drone hub
oh boy
i don't really look at equipment tcsns much, is there a scale value that might be affecting it?
bizarre
my version doesnt even display that model in game
wooo
testing now
also rebalanced along with tug power
I think I need to change here
cuz its only doing 1?
you set it here
Ah
in the drone's script variables panel
but yes, you set it to the number of streams you want it to have
you don't need to use Multi-drone-plant for drones you only plant to have do single drone streams though
ofc ofc
hmm do I need to patch current target bias
@empty crystal have you tried it?
so as Za'krin explained, and I'm probably going to explain worse
the target bias is basically how likely it is to stick to a target it's working on when it re-scans for another target
so if you don't patch that it, it's just regular 'ole vanilla behavior
if you do patch it in, there's a value you can tweak up higher in the script variables panel
ah yeah no thats not good
it's defaulted to 5
I need to patch it then cuz its hitting the same
OH
Sanbus prevents them from targeting the same thing as it is
Target bias is basically how likely it is to stay working on a single piece of ore instead of retargeting another piece of ore
gotcha
so it has the potential to prevent the drones from slipping off of targets they otherwise might, but it also has the potential to cause the drones to not go after targets you'd otherwise expect, because they're busy working on something deemed more important by the bias
you definitely don't need it though, since default behavior for drones doesn't include it
right right
preview release is up
pogggg
ok, im open to all kinds of feedback, atm I will work on rebalancing later on after hearing how it feels
I'll probably give it whirl tomorrow, but my personal suggestion to you, balance it how you want it to be balanced
end users are almost always going to have some level of differing opinions on balance, so it's best to start with what you feel is best for it, and then if you find that there tends to be a general consensus with users of your mod on a particular point of tuning or whatever, you can work off of that
at least that's kinda my approach to balance with my stuff anyway
atm, I opened some points I want for rebalancing which is the mass
and I need to find the velocity converation value
I've been rocking like 300-400 haul velocity, with like 30 tug power, and the drone weight halved, which has been really enjoyable
I'm not sure what the exact conversion is, but I assssume 300 is 30m/s
might be off on that
gonna see and all
the important thing is to not crank tug power and haul velocity too hard, go too far with it and the drones become incapable of actually gathering ore in a stable way, as Kadaire already found out ๐คฃ
also on the note of balancing, I think personally, balancing it through power usage and drone consumption is probably the better route instead of worrying about Mass, I'd probably just do the same mass as the rest of the drone options, or like 100-200kg heavier, but nothing crazy in extra weight
30-50 is probably more reasonable for lower tier options that are still better than vanilla, gives them way more ability to tug on heavy ore, and combined with like 300-400 haul velocity, they move around pretty quick too, without creating a ton of dangerous projectiles
still need to figure out tug power conversion value :v
no worries
Imma have a referance page on my repo
niiice
its in my issues so ye
also you know newton meters is mesure of torque right? So I thought Nm was meant torque force
XD i was not thinking on force for that no.
lmfao
its also 2am >.> and im working on 5 hours sleep lol
noice
now to foucs on expanding lore stuff :3
probs good now to be added to the main wiki of the game
idk if its just me but something funky going on with the dual drones
they aren't collecting as much as I thought
Feels like I'm missing something on the dual drones
I mean put 2 single stream drones on the ship, watch it only collect 2 piece of ore at a time
then put the dual drones on, if it grabs 4 pieces of ore, then well you know it works
I do feel that sometimes. I think the sanbus is slowing it down to avoid fighting over chunks
I feel like anything less than 10 drone streams is just underwhelming and wack when you've experienced 10+ drone streams 
What I do is run 2x deca drones
and I set one of them to do 0 - 500m
and I set the other one to do 500-1000m
that makes it so 10 drones focus on the feeding and immediate surrounding area, and the other 10 drones focus on the further out stuff.
It's prooobably slightly less efficient for the feeding side of things, but with 20 drone streams, that part is less of a problem 
Well like I said, feedback pls
Unfortunately I feel like the decadrones are just spoiling us lmao
4 individual vanilla drone streams was my benchmark on a titan, 2x dual launchers feels the same to me tbh (which is useable, but slow especially if you heavy mine an area and have a ton of ore around), 2x quad launchers is a wee bit better
but 2x Deca launchers, really does, tickles that brain, so many drones, so much ore capability 
I've kicked around the idea of trying out the "Dodeca" launcher I setup which is 20 drone streams, but I haven't been able to bring myself to do it, for fear I will not be able to go back

Y'all two been spoiled
absolutely
indeed
I think the lowest I could go without feeling underwhelmed anymore is probably 5 drone streams per launcher

at least if I'm limited to only 2 drone mounts that is
if I only have 2 slots for drones, I really like them being 10x, if I have more slots to work with for drones, I can vibe with lower drone streams
idk if i can do "more ships". i can probably do "more ship variants" tho
have you used the current TitanXL?
it's glorious
K-Tech Industrial be like
lmao
i actually named my "Big-Block" MPDG series after the chevy Big-Block XD
the smaller versions were just "Lore excuses" for the naming scheme
and also because the early game has some power gap issues
what is it, British?
lolwhat?
the company lol
oh no. but they are based on mars. so they constantly have to hear the nonstop droning of Elon interstellars "accomplishments"
i havent even loaded the game today. im writing lore lmao
imma cook lore next week
go for it. you worked hard af on the stats.
ive spent most of the day writing lore and stats.
I need to expand on company lore ngl
also markdown is a pain in the ass to work with sometimes
i dont even know markdown. im just copying some of the stuff yall have been doing lmao
lololol
i have a slight problem, the drones barely work, they only do something if its in like a 10m radius of where its installed and tuning does nothing. am i missing something? i have tested without all other mods except save edit
@hasty venture
she might be at work, i will pop the mod on and test it as well.
which drone system was this with?
ok. i will test as well. i never personally used this mod but rena is good so i trust she will fix it asap
which did you adjust
was this with V0.5.0 or V1.0
V1.0
ngl, should've made V1 lastest but its a preview build 
what do you mean?
about to load up and test it
Was it the deacceleration radius or the proximity?
the general range
I found that if you max deacceleration to the highest, it has a stroke and does nothing
it did not send out drones until it was very close to the actual drone sending thing
if lowered it works but it sounds like its not doing great at all
no i didint tune it at all
i will post video of my test as well to assist
tell me if u would need a vid from me too
thank you
it would be helpful yes
I'll investigate it, I thought something was off....
running TWO of the the top end 5M model
Are your non-multi drone variants using the drone-plant.patch script Za'krin cooked up? Cause that might be why they aren't working if you didn't
they seem to be fighting over which ore to go after?
i did ZERO tuning to these. whatever its stock install is what its using
also what tug power did you use? im guessing higher than 200 based on how the chunks are jerking around at times
just found an interesting... bug. buying the 5M costs 5M but switching back to empty only refunds 250K
same with the 3M.
i suspect the other variants also only refund 250K
what do yall use to record? my clip became almost 300mb xd
i use OBS in very short bursts of 15 to 20 seconds
geforce experience uses about 30mb for a 15 second clip at the lowest settings
ah yeah let me see... try lowering the bitrate in the geforce settings.
i have not used Geforce experience in ages. but that might do the trick
it was at the lowest
imma try obs
I didn't mess with the refunding thing, I gotta fix it
what resolution is it recording at
720
tbh, I thought I did
barely
if you need help getting it to record DV let me know
it kind of works but only in a straight line now
the milspec should be pulling super fast ngl with the adjusted tug values
o
its powerful but also not too powerful-
don't do mkv
then we need VLC to watch it lol
do MP4
ok gimme a sec
oh that is weird
i got 2 of them too
its prioritizing dragging chunks into the bay over pulling in distant chunks.
try closing the bay?
nothing happens when i close it
only if the chunk is basicly touching my ship
โค๏ธ XD
yeah the kti titan is a beast
hmm. let me see if this is a mod load order conflict
.> casually watches everything in VLC....
so the titan loads in at priority 9. the drones load in at 0. that should be fine.
which version of the drone did you run south? i wanna test it again with the same module
i use more minerals and realistic minerals if that affects it
the XLE harvester
oh hmm. i wonder if it does. i will have to grab those for testing
if its not a bother can you send the mineral mods here?
sure
tyty
if those MTR thrusters give you trouble try the "MPR" instead
loading with mineral mods to test
seems right and its using Za'krin's updated patch
so the DH and DHCC are not supposed to be using the plant patch?
yeah, cuz they are the multi drones
heres the ingame simulation
you know, Dual Harvester and Dual Hybrid Harvester?
tbh, the sim idk why it doesn't work but in a dive it just works
I have no idea about the sim tbh
unless someone got a anwser and I overlooked it
i will check on the sim thing in a moment
ngl, I doubt I would be able to work on it tonight, I might crash after work since im on red bull and lack of sleep
and I fucking cut myself on a few metal stuff reeeeeeeeeee
its a compatibility issue with the minerals mods
@hasty venture
the drones only pull minerals when they have "unmarked" checked off
hmm wierd
with this setup the drones will only go after chunks in the loading zone. and VERY close.
if i turn off unmarked for the drones, they just dont work
wowie
that's something I didn't foresee
well tbh, you would think it would work normally even after adding more ores
does the mod affect the drones in any way?
yeah ok
yeesh, well, there are a few issues then, both normal and other compatitiy stuff
no it works
discord being discord
yup
how u got so many lasers?
what version of the titan do you have?
kti, but are they modded or vanilla lasers
right i never put a version number on the thing lmao. one sec
if you want the fun party lasers Kad's using
adding that mod immediately
new version of the KTI titan dropped this morning on my github which fixes the arms tucking stuff into the cargopod zones. and should have the 4 laser mounts
they are power thirsty. i suggest my bigblock MPDG mod on github as well lol
you can also de-tune them, they still work pretty damn well a lowest power, and if you run 4 of them you're only drawing ~450mw or so
but ye, they're spicy

it'll pull closer to 900mw with default tuning though
at least with 4 of them
so anyway @north wigeon sorry to say the drone mod is currently not gonna work with the more minerals and realistic minerals mods for now
im going to test if thats the case for any drone mod in a moment
yeah its unfortunate but i think i'll remove the mineral mods and see which mod i wanna go with for now
her drones work pretty solid with normal minerals
my first testing video was using that and they did a decent job. not super crazy but much longer range than default
unfortunately @hasty venture your drones mod is the compatibility issue for more/realistic minerals
did you try tweaking load priorities?
not yet. thats my next test
minerals mods at -10 -9. rena is loading at 0.
actually i might not need to.
my drones are loading at.. -50 its a load order
@hasty venture load your mod at like -1000 lol. that should prevent issues with minerals mods
Womp womp
still does not work even without the mineral mods
im about to retest with the NTCED pack
Sweet Christmas, I swear something funky is going on
the fu... can we get a full mod list from you? im gonna have to do a ton of testing to see if its something of mine not playing nice
ok so everything i have except the ERM420. nice
erm is there
i might have downloaded wrong
https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod/releases/tag/1.0.0
get this one
@hasty venture change that prerelease on your github lol
south was using V050
have you ever modified a mod priority before btw?
Wil ldo lol
no
i have v1.0 now but the drones dont show up, only vanilla
now that. is ODD as hell. im using 1.0 and they show...
I will do a short tutorial its simple to change mod loading order
it might be a loading issue. let me test it again
by default the NTCED pack loads at 0 priority. so its first to load. the titan loads at 9 in the list.
im going to set mine to -50. and see if it loads properly
testing first. exactly as the mods come. to see if i have the same issues with them not spawning
load order priority is fun to trouble shoot ๐
what are these 2
the top one is Digitalbarritos Lasers that he linked you earlier
the second one is a mod that reduces the eagle grinder noise
o i meant better refining sorry
Better refining lets you tweak how ALL MPUs run in the game with a text editor
for example my basic rusatom MPU is running at 190% efficiency on minerals and remass. AND prints drones
thats insane
absolutely is. i use it for testing
you can change the efficiency % in a text file in the mod itself
i was doing some stupid things with my thrusters at one point ๐
better refining is... let me go find it
https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/BetterRefining?ref_type=heads
this one is confirmed to work.
there are other mods on there that may or may not work
they are all super old.
thank you, will play around with that in a while
no worries. you will need to modify the files inside that zip file tho
just so you are aware of that
i cannot find the reason your drone mod is not loading D:
Nani
How the hell
here #1290925501250273343 message
Weird, cuz I downloaded mine right from GitHub and works fine for me directly, I made sure 100%
did you remove your modding wiki corporation entry?
thing is if i add the 0.5 version with the 1.0 the drones show up but 2 times
so the 1.0 only loads if the 0.5.0 mod is in the folder with it?
yes
No?
Why do you ask?
i dont see it up there
Uh what
ah gotcha
i mean. go for it i hope it does
i cant find any reason for the mods to conflict or not load
I even tried the mineral mods again. and it loads fine
i haven't specifically tested it, but i cannot come up with a reason why the drones would conflict with the minerals
its a load order issue. they need to load before the minerals
then they work fine
my guess would be.
the drones load after the mineral mods.
this overwrites what ores are in the list.
the drones load before the minerals
the mineralmods add themselves to the minerals list.
the drones don't care what minerals are
imma try ONLY this mod with saveedit
hmm good idea.
save edit literally only affects the main menu
saveedit + NTCED
Are you downloading the release zip or the source code zip?
yeah, that's incorrect
whats the correct then
go to that link, and click this link
and then drag and drop that zip file you download into your mods folder
You've been downloading the entire repository as a zip file and dropping that in your mods folder
thank you!
seems that was the problem, it even fixed the drone behavior
the drones require a specific file path
and using the wrong zip prevented it from finding that file
that explains alot
thank you digi. im out here crying as i painstakingly modify EVERY weapon slot on ALL my ships
almost there. just got this slog to go through
so are raw files good or is it the same kind of link i need to click on
don't download the raw files since it won't have the correct pathing
you gotta download from the release and all it is, is drag and drop minus modifing load order and you are good
and most of the time you don't even need to touch the load order
most of the time
this is ALL a mod should look like inside the zip file
single folder that holds the mod
side note. this is why i uploaded my mods as the actual zip files instead of the loose folder.
since it downloads the mod clean and ready to throw in the mod folder
well the releases section for Rena's and my repo have the "just click the button and get the drag and drop mod" thing going on
it really is just down to how familiar end-users are with using Github tbh
fair i suppose
ye i rarely use github
some people have only ever experienced repos where you just download the raw files and you're good to go, others have prepared releases, others do zips you grab as raw from within the repo structure
it all varies

im a github noob. i only recently learned how to download stuff from it. so i uploaded in a new to github friendly way XD
where do i download your jet lab and shipyard mods, i can only find the button for raw file
https://github.com/Kadaire/K-Tech-Industrial-of-Mars/tree/Main/K-Tech Industrial Jet Propulsion Labs
each mod is the zip file at the top
the folders can be clicked to open. OR the blue text will lead to the page
then just click the zipfile you want
i guess i made my github just as hard to use as everyone elses XD
then?
odd it doesnt do that on my end. one moment
thank you!๐
np
but yeah all my mods are packed separate so you can pick what you want to install. no need for a huge single file mod that doesnt work with others
well, at least no bugs... yet besides resale
yeah even my main torch and RCS resale is wrong. gotta fix that. not sure how yet
i'll get to it soon i promise!
guess i don't have too much going on i'll get some of it done rn
while i'm at it, i'll start with this package since it was mentioned
ok added this and K-Tech
i've only added a basic description for the time being, but certainly will write an abridged version when it's more complete
sounds good
i might try making some cheaper entry level nanodrone storage. cause damn the jump from 1k storage to 5k is crazy
but maybe not we shall see
i kid you not on my morning commute i was so tired i did that microsleep thing where you close your eyes n you dream or sum, in my dream i was playing DV, AND MY FUCKING DRONES WERE NOT WORKING
LMFAO
@prime flame whenever you aren't dead, the multi drone patch should prevent x number of launchers from targeting the same ore correct?
From my gameplay, it seems to be that they are targeting the same ore instead of separate ores
Maybe I'm blind
they really should not target the same ore, but i'm not sure what version you're using
though, as far as i can recall, every version should have independant targeting
(except repair drones, which only ever have one valid target)
I used your lastest one you gave out
which one is targeting the same ore
I think my dual haulers labeled as DHMOD and DHHC
I might need to clip it when I can
I think I need to go through my mods and not test this with 30 other things cause they straight up don't want to act like drones at all

Yeahhh
quick glance indicates that you have the minEnergyToTarget parameter set to 100, when vanilla haul drones are at 1
basically they never activate unless there is an extreme velocity difference
now is there any paticular reason this would make Godot angry? because I can't open a single file from this... and I literally just downloaded it from Github
I'm still waking up, take it out of the nested folder probably?
OH
WEL THATS A OVERSIGHT
Time to hot fix it with 1.0.1
Thank you Za'krin
Hotfix is now out
๐
yep, very
and now that I think about it, I think that was part of what I kept changing in my working copy of your mod when we were trying to figure out why it wasn't working originally too, like before multi-drones were added in
I think it had the same value of 100 and I tweaked mine to 1 and it was working, but I didn't realize that was something I was doing differently at that time 
it's all good 
good luck on the turbines and AUX modules.
how much of a pain were they
ships seem to have a hard limit on top end power output
womp womp
the big-block is the highest output i could get to work
Titan and OCP special then
well no but rather breaking said limits
there's probably soemthing to up the limit without making a variant
if there is, i couldnt find it
I will use more redbull to find it
ship capacitor looks to be hard limited in the ship files
Im abusing redbull now, my B12 intake is gonna be highhhhhh
and you try changing it?
im gonna. soon
as a test
i wanna change some other stuff first. then i need to make a new mpdg at a higher output to test it with
oki
if we can override vanilla ships with their modded vanilla caps, then it works
tho then it sorta breaks other ships tho
oh no

if im right. stock ships just wouldnt show the item purchasable. but idk
once i finish fixing some stuff i will test the capacitor thing
Tinkering with this. The dual haulers seem to have a VERY close targeting range regardless of any other factor.
Like, I think it might even be engaging only with the proximity buffer around my Titan (120m), it's that close.
hmm, just the MOD one or
That's the only one I tested just now, though I had a long range system highlighted for a moment, and didn't immediately see an effect. It was noticable in the equipment sim.
have you tried it in a dive?
ngl, Im so hyped to get the 950m dual haulers and just nom all the ores
I did.
But the sims are showing the same behavior. Though in fairness, I threw the bootleg industries mods in at the same time to test stuff. Let me rip those out and see.
weird
only Bootleg I got is the lasers
cuz DHMOD it only goes to 400M
with slight adjustment of power, pull force, and other values to make it slightly better but not too crazy. Maybe it's not that noticable?
Yeah, even alone, it's so close range it can push some things toward that collection spot in front of you, but it won't reach out to pull them back.
weird :/
I do recall that we were gonna leave default vanilla SANBUS just for ease
idk tho
The SANBUS did just get an update . . . ooooooh, to make drones and companions respect the SANBUS if you were using the GOT drone. Let me switch drones.
That didn't fix it.
Huh.
wait, you on experimental branch or no?
Yeah.
ik im on experimental branch but mod was built on the release branch
or main branch
hmm
lemme see a video of what you are talking about
They're both the same thing, essentially, experiemental is just a vew updates ahead.
right right
I know 1.62.xx has the new drone behovior but if anything, that means it gets applied to the modded drones
or it should I think
you are on 1.0.1 right?
of my mod?
Huh. I swear I downloaded it this exact morning, but the filename says 1.0.0.
oh weird
cuz I released 1.0.1 which is a hotfix which makes it work properly
idk what time your morning is lol
could've been before I uploaded my hotfix
Would have been 12 hours ago, ish, so after the 17 hour release date. Just a tired old man shaking his fist at the clouds, I guess.
XD
all gud
give it a whirl with that and lmk
also open for suggestions and all of that
Got a rebalancing update I plan to do so any feedback on that is gud
Yeah, looking better.
My drone suggestions are usually around the same veins of thought. Hardpoint-based manufactory, voyager alternate. Drone based ice breakdown.
A manufactory, dual drone launcher, and drone icebreaker, and you can fully drone the rings.
Sometimes I want to modify the drone haul pattern to eliminate the deceleration zone, since I prefer not to use it and it can't be reduced to zero, but that seems like a complex task.
i tried the manufactory thing but didnt get anywhere with it
out of my skill range currently. but i love the idea
I'd like to say ice-moving drones, actually. Eliminate the 'devour things' part of the pattern for them. (Treat the excavator as always closed.) It's ridiculous to imagine that drones could significantly move ice. But grinding ring ice apart against other chunks of ring ice is just fun-sounding.
Just a physics toy.
The yeet protocol function of Advanced Drones makes for a really fun improvised kinetic physics weapon/mining tool

Yeet protocol is using the ARM to throw things it's set not to accept, yeh?
At least, that's what I once heard it described as. Loooong time ago.
how do you imagine the targeting to work, how would you want the ice to be moved?
Yeet Protocol is the drones throwing away anything in it's range that doesn't pass the filter check
it's glorious
Honestly? Same way ore is moved. Just move the crush zone a little further out. As ice hits each other, begins to break, ore drones try to yank the ore out.
Icemover like that, some ore drones, a manufactory hardpoint, and the rings become a playground. ๐
( by a little further out, I mean probably 150 meters further out.)
(Which I THINK is about a 300M range.)
yeah, all the tools for that are there pretty much. Would basically be combining kinetic drones targeting with the haul drone desired velocity.
(minus slamming it into your ship)
Also, no loading protocol when you open the excavator. Only problem is the kinetic push from drones would need amping.
Not really a problem, just a number, but it is a detail.
nani? I thought you could make it 0m in tuning
vanilla drones can actually push around the smaller chunks a decent amount, but for the larger chunks for sure
Nope. You can ALMOST eliminate it, but there's always a little spot just outside the proximity buffer. Sometimes you can get rid of most of it with a small buffer. But with a titan's 120m buffer, it's noticable.
As for kinetic drones, they'd be more useful if they respected max range - don't want to free all the ore at the very limit of ore drone range.
ahhhhh
I usually modulate the deceleration zone to minimize it. But with large buffers, it's always big enough to notice. The opposite option is to max it out, so all the ore is slow, but at least it behaves uniformly around you.
It starts where the proximity buffer ends, so you can't really overwrite it.
Maybe a ramp-up in power, as drones 'saturate' it and begin pushing harder until the propellant is exhausted? Just so you aren't slinging the small ones around like bullets.
Ah. There's a UI issue.
for the MIL-Spec?
Yeah, the length pushes the minimum value off screen.
I made a bad selection that doesn't actually show that clearly though.
yeah i truncated my item names to K-T Industrial "thing name here" and its still pushing it.
i might have to truncate down to KTI "thing name here"
@round roost how alive are you today
?
Ah, working on trying to see where the cap of power is on the vanilla ships
the bigblock was the highest i could go
theres gotta be a thing where it has the caps
if each ship has a max power generation, there has to be either a script that involes it or something

